Interesting. Based on that video, appears that a lot of subtle smoothing and terrain refinement would be needed, but - without seeing the terrain.png and being certain - looks like it's a pretty cool way to generate a base layout.

Big Smooth one3 wrote:Interesting. Based on that video, appears that a lot of subtle smoothing and terrain refinement would be needed, but - without seeing the terrain.png and being certain - looks like it's a pretty cool way to generate a base layout.

Decided to take a stab at it. What I did was switched the option to elevation and saved each part of the outlined part and stitched everything together in PS and then grey scaled it. It's gonna need a lot of terrain work as I have to reshape almost every jump but it would definitely be a fun little side project!

If you enjoy what I make, donate to the cause It's very much appreciated!!

137 wrote:Decided to take a stab at it. What I did was switched the option to elevation and saved each part of the outlined part and stitched everything together in PS and then grey scaled it. It's gonna need a lot of terrain work as I have to reshape almost every jump but it would definitely be a fun little side project!

Nice, I'm waiting for my brother to come back from italy and start riding supercross so i can 3d scan the supercross track at clubmx or sob.

137 wrote:Decided to take a stab at it. What I did was switched the option to elevation and saved each part of the outlined part and stitched everything together in PS and then grey scaled it. It's gonna need a lot of terrain work as I have to reshape almost every jump but it would definitely be a fun little side project!

Nice, I'm waiting for my brother to come back from italy and start riding supercross so i can 3d scan the supercross track at clubmx or sob.

137 wrote:Decided to take a stab at it. What I did was switched the option to elevation and saved each part of the outlined part and stitched everything together in PS and then grey scaled it.

Hm...so the scan isn't in greyscale, that explains a lot of the tiny ripples/bumps in that earlier video Hunter posted. Are you opening the png, stitching it together, then changing mode to greyscale? I honestly don't know if it would matter, but I wonder what would happen if you opened a fresh psd in greyscale with the appropriate canvas size, then added the png's and stitched them together so that you're working in a greyscale png.

Since I have no idea what this process is like, that might not be even slightly helpful - or is something you've already tried - but it just quickly crossed my mind.

137 wrote:Decided to take a stab at it. What I did was switched the option to elevation and saved each part of the outlined part and stitched everything together in PS and then grey scaled it.

Hm...so the scan isn't in greyscale, that explains a lot of the tiny ripples/bumps in that earlier video Hunter posted. Are you opening the png, stitching it together, then changing mode to greyscale? I honestly don't know if it would matter, but I wonder what would happen if you opened a fresh psd in greyscale with the appropriate canvas size, then added the png's and stitched them together so that you're working in a greyscale png.

Since I have no idea what this process is like, that might not be even slightly helpful - or is something you've already tried - but it just quickly crossed my mind.

The video Hunter posted earlier was the heightmap I rendered out using the actual 3D model hunter provided to me. I put the terrain in blender, unwrapped it from the side, added a gradient texture to it and rendered it out from the top view. There are different techniques on how to render heightmaps from a 3D model, but this one worked for me. The others I tried didn't work at the time. My method, render settings and maybe the scan itself caused the bumpiness in the heightmap I rendered.

Hunter's told me the next scan that he'll do, he's going to fly his drone lower. That means the actual scanned 3D model (and textures offcourse) will have more detail than Motovated MX (track form this topic). I'm going to try the other heightmap rendering techniques again and some other render settings. I'm sure that'll all help create a great heightmap. It's a learning process for us all though.

Ok so all the club mx tracks are scanned, MX tracks kinda suck because of the trees. Sx 1 is insanely detailed at 46 feet I scanned it, compared to the last track at 247 feet. Sx 2 is at 95 feet also very detailed. Should be up tomorrow for track makers to work on. I’ll release all the files for anyone that wanna works on it. Comment on what track you guys are working on please so we don’t have 6 of the same tracks thanks.